Your intrepid heroes question Reaganomics, play with batteries, and remap controls. Super Rad Raygun faces the CHAIRQUISITION!
Game: Super Rad Raygun
Devel: TRU FUN Entertainment
Price: 9.99 / CDN 10.99
Wazzat: It is the year 198X. Big hair is hot, and the war with the Soviets is colder than a refreshing glass of New Coke. RAD RAYGUN must travel the world fighting communist robots, and save the 1980′s by shooting his way through the decade in a totally fresh, expanded version of the original XBLIG game.
Mandatory Disclosure: They sent us keys
– Not sure if want
– Check it out
Makes with the working
- I have to enable fullscreen each time I start the game?
- Alright, if you go fullscreen then back to windowed you cannot go back to fullscreen.
- No Big Picture 4 U!
- No resolution options, you only get a “fullscreen” option after you’re already in-game.
- And if you do enable fullscreen, it just upscales the game from 720p to whatever your monitor does.
- What’s that? You’d like the game to remember your settings? Fuck that noise!
- First time going through the first level the character clipped through the floor and I could do nothing else.
- Redid it once more after I finished it to get the second battery and the game crashed while checking my time against the online times.
- This isn’t going to be pretty.
Shiny / Sounds
- I have two pallette options, NOPE and CAN’T MAKE SHITE OUT ON THE SCREEN.
- Much like the original GB, minus the screen blur.
- 4 “colours” onscreen at any time.
- Disabling the hipster-grid effect helped out a bit.
- Not that it remembers the option.
- It looks like something from a High-def NES or an emulator.
- The chiptunes are not bad at all but they are WAY overdone for GB music.
- I mean, I played my share of platformers on my original brick gameboy
- It did not look as good as this
- The screen whiting out as you get low on battery is a cute touch, but it’s more annoying
- The soundtrack is alright. I could’ve sworn I heard some stolen riffs from pokemon though
- You start with only the gameboy palette which, even with an 80’000’000:1 contrast ratio, is still fucking hard to see when you’re moving around.
- I get that they were going for the gameboy experience and artificially inflating the difficulty by limiting how the player can see the game.
- You know what that tells me? They let their pretentiousness get the best of them and stuck to their vision in detriment of the game.
- That’s not good.
- I had to mute the background music, too.
- When you first start out Super Brad controls a bit meh.
- Not bad, but you are really thinking “they should have tightened up the controls”
- But if you stick with it and build up the agility it becomes quite enjoyable.
- Loses a Chair because like ALL OTHER FK MOTHERING SETTING the controls must be remapped on each start.
- The walk cycle feels annoyingly slow
- Everything works though. Despite it being FNA, I get xbox prompts. boo
- It’s FNA, if the controls were broken it would have made it plainly clear they had put out an absolutely horrible game on purpose.
- It still only gets three chairs because it doesn’t remember the remapped controls.
- I have a distinct feeling this game was created by a team that were not alive in 1989.
- They got a few things right.
- Limited lives
- Health bar
- You dead? Start from the beginning.
- No difficulty option.
- Hell, I kinda wish they went full out and noped the checkpoints.
- So what is it?
- It’s like Mega Man + Mario 3 + Zelda II + a bag of mushrooms shagged and had a babby.
- Unfortunately that babby came out functioning like Sloth from the Goonies… at first.
- Because if you haven’t made it to Berlin you have not seen how challenging this game can be.
- The sad thing is most people will not make it there since it takes well over an hour.
- BUT when / if you do you will be rewarded will a wicked hard properly done platformer.
- It’s kind of just this middle of the road platformer.
- I get the feeling they’re banking on the visual aesthetic and some misguided sense of nostalgia to steer people towards this game
- The battery juggling is an interesting mechanic, but it really does break the flow of the game and becomes tedious. Also, I don’t remember the GB having any L or R buttons
- Most of the difficulty stems from the really loose controls and the screens that can require some tight maneuvering.
- Battery collection seems a bit tedious as well
- Ultimately, it’s just meh.
- Remember everything I said about ASMR2? No!? Well you should because most of them apply here, too.
- Here’s a few bullet points:
- Serves no other purpose than to reinforce my belief that nostalgia grabs have worn-out their welcome.
- Does absolutely nothing to innovate the genre.
- Hipster pixel visuals, made even worse by the pointlessly limited color scheme.
- “But that’s the point!” – If that’s the point, they have bigger problems than me shitting on their game.
- Annoying “chiptunes” the likes of which can only be rivaled by a PulseAudio buffer underrun
- And last but not least, to make everything even worse, they expect you will do some bullshit leaps of faith.
- That’s not level design, that’s asinine and it turns the game into an exercise of trial & error and frustration.